Search found 315 matches
- Sat Aug 19, 2017 1:20 am
- Forum: Newbie Help Center
- Topic: NESASM & AOROM Programming - a few questions
- Replies: 16
- Views: 4773
NESASM & AOROM Programming - a few questions
I did not find satisfactory information in this topic on the forum - maybe the mapper is not very popular in terms of programming. 1. AOROM switches banks size 32KB - so every bank must be a copy of the RESET code and at the end of each bank Vectors code. Right? Generally, I would like to know how t...
- Fri Aug 18, 2017 8:08 am
- Forum: NESdev
- Topic: UNROM: Reading the current bank number
- Replies: 14
- Views: 5769
Re: UNROM: Reading the current bank number
Thanks. And are MMC1 or MMC3 somehow significantly "faster" than UNROM?
- Fri Aug 18, 2017 7:05 am
- Forum: NESdev
- Topic: UNROM: Reading the current bank number
- Replies: 14
- Views: 5769
Re: UNROM: Reading the current bank number
I do not want to create a separate topic, so I will ask here:
Is switching a bank in UNROM (and not just in UNROM) taking up some CPU time? How many cycles / times does a bank switch take?
Is switching a bank in UNROM (and not just in UNROM) taking up some CPU time? How many cycles / times does a bank switch take?
- Wed Jul 26, 2017 12:49 pm
- Forum: Newbie Help Center
- Topic: Copy SPR X / Y position to similar in NameTable (PPU addr.)
- Replies: 7
- Views: 3593
Re: Copy SPR X / Y position to similar in NameTable (PPU ad
Thanks. Ok I did it, it was even surprisingly simple: Button A - place bomb Button B - copy PPU addres to X/Y co-ord (For the test I gave the sprite) lda #%00001000 ;base value for $2000 (change lower 2 bits for other NTs) sta BOMB_PPU_TILE1_AddrHI lda HERO_1_Y clc adc #7 ;"centering" and ...
- Wed Jul 26, 2017 11:23 am
- Forum: Newbie Help Center
- Topic: Copy SPR X / Y position to similar in NameTable (PPU addr.)
- Replies: 7
- Views: 3593
Re: Copy SPR X / Y position to similar in NameTable (PPU ad
I'm not sure I understand what you need... Do you want to convert the coordinates back to pixel precision. Yes exactly. PPU address, which is contained in the variables (when the bomb is placed on the screen): BOMB_PPU_TILE1_AddrHI BOMB_PPU_TILE1_AddrLO That is the first (left / top) of the four BG...
- Tue Jul 25, 2017 12:23 pm
- Forum: Newbie Help Center
- Topic: Copy SPR X / Y position to similar in NameTable (PPU addr.)
- Replies: 7
- Views: 3593
Re: Copy SPR X / Y position to similar in NameTable (PPU ad
Thanks, now works as I wanted. :) lda #%00001000 ;base value for $2000 (change lower 2 bits for other NTs) sta BOMB_PPU_TILE1_AddrHI lda HERO_1_Y clc adc #7 ;"centering" and #%11110000 ;y bomb in steps of 16pix asl A rol BOMB_PPU_TILE1_AddrHI asl A rol BOMB_PPU_TILE1_AddrHI sta BOMB_PPU_TI...
- Tue Jul 25, 2017 6:01 am
- Forum: Newbie Help Center
- Topic: Copy SPR X / Y position to similar in NameTable (PPU addr.)
- Replies: 7
- Views: 3593
Copy SPR X / Y position to similar in NameTable (PPU addr.)
I would copy the X / Y coordinates to match the positions 8x8 on the BGR (NT PPU) screen. It is a similar method of placing an object on the screen as it is in Bomber Man. I managed to get a LO byte from a PPU address, but I have a problem with HI byte (20xx-23xx). It seemed to me more simple, but o...
- Fri Jul 21, 2017 5:26 pm
- Forum: Homebrew Projects
- Topic: DELETE TOPIC
- Replies: 10
- Views: 17046
DELETE TOPIC
DELETE TOPIC
- Tue Jul 18, 2017 1:12 am
- Forum: NES Hardware and Flash Equipment
- Topic: Oryginal Kazzo (Anago) UNROM cart problem
- Replies: 11
- Views: 7019
Re: Oryginal Kazzo (Anago) UNROM cart problem
From what I've noticed, it's very similar to the AM29F040B is the Amic A29040B flash. It is hard for me to verify 100%, because I only guess: is the problem in KAZZO is the size of sectors in FLASH memory? AM20F040B has a size of 64KB (A0-A15)? AMIC is similar and also has "8 uniform sectors of...
- Mon Jul 17, 2017 5:13 am
- Forum: Newbie Help Center
- Topic: Simplify long, repetitive code.
- Replies: 39
- Views: 20879
Re: Simplify long, repetitive code.
I would still like to ask for help with a slightly different, large code. Rule similar, but slightly different. Each bit in the "GOLD_xx_xx_UnLock" byte slot is responsible for the collected (1) or not (0) gold. I tried to make the simplified code as above in posts, but this time instead o...
- Wed Jul 12, 2017 3:11 pm
- Forum: Newbie Help Center
- Topic: Simplify long, repetitive code.
- Replies: 39
- Views: 20879
Re: Simplify long, repetitive code.
Thanks for the help. NESASM3 probably has some limitations, for example: .dw LEV01,LEV02,LEV03,LEV04,LEV05,LEV06,LEV07,LEV08,LEV09,LEV10,LEV11,LEV12,LEV13,LEV14,LEV15,LEV16,LEV17,LEV18,LEV19,LEV20,LEV21 (ect) Displays error "Syntax error in expression!" Only then is done ok: (I also see th...
- Mon Jul 10, 2017 12:53 pm
- Forum: Newbie Help Center
- Topic: Moving Sprite loop with slow motion when changing direction.
- Replies: 6
- Views: 2395
Re: Moving Sprite loop with slow motion when changing direct
I managed to do it the way I wanted it, ie releasing 8pix before points A and B. But the code does not look too good, especially as far as optimizations are concerned, I will be grateful for the improvement of the code. ENM_loop: LDA ENM_Slow ;EOR changes the value of one bit per frame EOR #%0000000...
- Mon Jul 10, 2017 3:52 am
- Forum: Newbie Help Center
- Topic: Moving Sprite loop with slow motion when changing direction.
- Replies: 6
- Views: 2395
Moving Sprite loop with slow motion when changing direction.
The object moves in a loop from point A to point B and returns. I would like to slow down the movement of the object so that it smoothly slows down the movement at each approach to these points. I tried to do two times slow motion, which will start 8pixels before those points. Ideally, if the slowdo...
- Sun Jul 09, 2017 3:36 am
- Forum: Newbie Help Center
- Topic: Simplify long, repetitive code.
- Replies: 39
- Views: 20879
Re: Simplify long, repetitive code.
usage.txt from NESASM3 says: HIGH() - Returns the high byte of a value. LOW() - Returns the low byte. DB - Store one or more data bytes at the current location. DW - Store data words. BYTE - Same as DB. I changed and should be fine, but.. Unfortunately again NESASM3 displays an error. "syntax e...
- Sat Jul 08, 2017 5:59 pm
- Forum: Newbie Help Center
- Topic: Simplify long, repetitive code.
- Replies: 39
- Views: 20879
Re: Simplify long, repetitive code.
oh yeah, ooppss LvlFuncPtrTableLo .byte <LEV01,<LEV02,<LEV03,<LEV04,<LEV05,<LEV06,<LEV07(..snip...),<LEV63 LvlFuncPtrTableHi .byte >LEV01,>LEV02,>LEV03,>LEV04,>LEV05,>LEV06,>LEV07(..snip...),>LEV63 An error pops up - "syntax error in expression!" :( I use NESASM3.